2018-10-14 20:09:15 +00:00
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#shader test
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2018-10-07 02:53:57 +00:00
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#culling none
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#attribute position3
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#attribute normal3
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#attribute uv2
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#vertex glsl
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layout(location=0) in vec3 in_pos;
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layout(location=1) in vec3 in_norm;
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layout(location=2) in vec2 in_uv;
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SBINDING(0) out vec2 out_uv;
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void main()
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{
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gl_Position = vec4(in_pos, 1.0);
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out_uv = in_uv;
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}
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#fragment glsl
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precision highp float;
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TBINDING0 uniform sampler2D texs[1];
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layout(location=0) out vec4 out_frag;
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SBINDING(0) in vec2 out_uv;
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void main()
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{
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out_frag = texture(texs[0], out_uv);
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}
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2018-10-14 20:09:15 +00:00
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#vertex hlsl
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struct VertData
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{
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float3 in_pos : POSITION;
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float3 in_norm : NORMAL;
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float2 in_uv : UV;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float2 out_uv : UV;
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};
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VertToFrag main(in VertData v)
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{
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VertToFrag ret;
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ret.position = float4(v.in_pos, 1.0);
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ret.out_uv = v.in_uv;
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return ret;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 position : SV_Position;
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float2 out_uv : UV;
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};
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Texture2D texs : register(t0);
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SamplerState samp : register(s0);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return texs.Sample(samp, vtf.out_uv);
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}
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2018-10-19 00:57:16 +00:00
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#vertex metal
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struct VertData
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{
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float3 in_pos [[ attribute(0) ]];
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float3 in_norm [[ attribute(1) ]];
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float2 in_uv [[ attribute(2) ]];
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float2 out_uv;
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};
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vertex VertToFrag vmain(VertData v [[ stage_in ]])
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{
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VertToFrag ret;
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ret.position = float4(v.in_pos, 1.0);
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ret.out_uv = v.in_uv;
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return ret;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 position [[ position ]];
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float2 out_uv;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],
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texture2d<float> tex [[ texture(0) ]])
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{
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return tex.sample(samp, vtf.out_uv);
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}
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